diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-10-31 18:41:30 +0100 |
---|---|---|
committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-10-31 18:41:30 +0100 |
commit | 8e3367b186e60eb1e33bf58a066823cb00a7566e (patch) | |
tree | c4038a31993767276efec5fa1b1a37dff3b79465 /mwe/gameloop/src | |
parent | b7df77d6cc26cb9ee46891d7108f01734b3104dd (diff) | |
parent | 35ef3ba91ce9e00466508f2388f4c1dd2321b505 (diff) |
Merge branch 'master' into poc/audio-miniaudio
Diffstat (limited to 'mwe/gameloop/src')
-rw-r--r-- | mwe/gameloop/src/loopManager.cpp | 34 | ||||
-rw-r--r-- | mwe/gameloop/src/main.cpp | 3 | ||||
-rw-r--r-- | mwe/gameloop/src/timer.cpp | 13 |
3 files changed, 31 insertions, 19 deletions
diff --git a/mwe/gameloop/src/loopManager.cpp b/mwe/gameloop/src/loopManager.cpp index cb532cc..0392853 100644 --- a/mwe/gameloop/src/loopManager.cpp +++ b/mwe/gameloop/src/loopManager.cpp @@ -11,7 +11,14 @@ void LoopManager::processInput() { case SDL_KEYDOWN: if (event.key.keysym.sym == SDLK_ESCAPE) { gameRunning = false; + } else if (event.key.keysym.sym == SDLK_i) { + LoopTimer::getInstance().setGameScale( + LoopTimer::getInstance().getGameScale() + 0.1); + } else if (event.key.keysym.sym == SDLK_k) { + LoopTimer::getInstance().setGameScale( + LoopTimer::getInstance().getGameScale() - 0.1); } + break; } } @@ -41,11 +48,11 @@ void LoopManager::loop() { void LoopManager::setup() { gameRunning = window.initWindow(); LoopTimer::getInstance().start(); - LoopTimer::getInstance().setFPS(50); + LoopTimer::getInstance().setFPS(500); - for (int i = 0; i < 2; i++) { + for (int i = 1; i < 3; i++) { GameObject * square - = new GameObject("square2", i * 40, i * 40, 20, 20, 0, 0); + = new GameObject("square2", i * 60, i * 60, 20, 20, 0, 0); objectList.push_back(square); } } @@ -57,13 +64,26 @@ void LoopManager::render() { } void LoopManager::update() { - fprintf(stderr, "**********normal update********** \n"); + fprintf(stderr, "********** normal update ********** \n"); LoopTimer & timer = LoopTimer::getInstance(); float delta = timer.getDeltaTime(); - for (int i = 0; i < objectList.size(); i++) { - objectList[i]->setX(objectList[i]->getX() + 50 * delta); - objectList[i]->setY(objectList[i]->getY() + 50 * delta); + GameObject * obj = objectList[i]; + + // Move the object based on its direction + if (obj->direction == 1) { + obj->setX(obj->getX() + 50 * delta); + } else { + obj->setX(obj->getX() - 50 * delta); + } + + if (obj->getX() > 500) { + obj->setX(500); + obj->direction = 0; // Switch direction to left + } else if (obj->getX() < 50) { + obj->setX(50); // Clamp the position to the boundary + obj->direction = 1; // Switch direction to right + } } } diff --git a/mwe/gameloop/src/main.cpp b/mwe/gameloop/src/main.cpp index 889a30a..c0f216a 100644 --- a/mwe/gameloop/src/main.cpp +++ b/mwe/gameloop/src/main.cpp @@ -4,9 +4,6 @@ //#include "window.h" #include "loopManager.h" #include "timer.h" -//Screen dimension constants - -//Starts up SDL and creates window int main(int argc, char * args[]) { LoopManager gameLoop; diff --git a/mwe/gameloop/src/timer.cpp b/mwe/gameloop/src/timer.cpp index 61e144d..97baef6 100644 --- a/mwe/gameloop/src/timer.cpp +++ b/mwe/gameloop/src/timer.cpp @@ -1,15 +1,11 @@ #include "timer.h" - -// Constructor (private) LoopTimer::LoopTimer() {} -// Get the singleton instance of the timer LoopTimer & LoopTimer::getInstance() { static LoopTimer instance; return instance; } -// Start the timer (initialize frame time) void LoopTimer::start() { lastFrameTime = SDL_GetTicks64(); elapsedTime = 0; @@ -17,16 +13,14 @@ void LoopTimer::start() { deltaTime = 0; } -// Update the timer, calculate deltaTime void LoopTimer::update() { uint64_t currentFrameTime = SDL_GetTicks64(); - deltaTime - = (currentFrameTime - lastFrameTime) / 1000.0; // Convert to seconds + deltaTime = (currentFrameTime - lastFrameTime) / 1000.0; if (deltaTime > maximumDeltaTime) { deltaTime = maximumDeltaTime; } - + deltaTime *= gameScale; elapsedTime += deltaTime; lastFrameTime = currentFrameTime; } @@ -44,7 +38,8 @@ void LoopTimer::setFPS(int FPS) { } int LoopTimer::getFPS() const { return FPS; } - +void LoopTimer::setGameScale(double value) { gameScale = value; }; +double LoopTimer::getGameScale() { return gameScale; } void LoopTimer::enforceFrameRate() { uint64_t currentFrameTime = SDL_GetTicks64(); double frameDuration = (currentFrameTime - lastFrameTime) / 1000.0; |